Collisions between pawns only working when possessed by Player, (not AI nor unPossessed).

Hello,

As the subject suggest I have simple spaceship Pawn class that is moved via Async Network Physics. It has a simple capsule collider (rotated sideways). When possessed by a Player the ship moves and interacts with static/dynamic environment collisions, including other ships that are possessed by a Player, but it does not collide normally with other space ship pawns that are not possessed by a player (either have no possession, or are AI controlled).

They seem to have very awkward collisions, either phase through or ‘repel’ each other.

Here is a video of the problem it in action: You can see the ship colliding with the other player’s ship, but not the unpossessed one:

Both are Clients, running in PIE ~ Standalone or in editor doesn’t change anything.

Here is a screenshot of the current physics and collision settings:

Note: The other little ship with the debug spheres is possessed by an AI. Those spheres are it’s pathfinding, where the green sphere is it’s current target (also not working, I think it’s related, but not sure).

If anyone has any ideas, or questions, I’d love some help. I’ve been super stuck on this for a while now. :frowning:

Using Unreal 5.5.

Thanks for you time,

Lealander

I figured it out. Mercy, it was silly. Turns out it has nothing to do with pawn or player at all. I was manually setting the rotation of the ships skeletal mesh when it was not possessed by a player.

This was super legacy code from my first attempts at learning Unreal from months ago, before I started multiplayer or any networked physics stuff. I had a fork in the tick of the ship that was if (ControlledByPlayer) do “PlayerControlledTick”, else “DoAIControlledTick”. AI controlled tick set the rotation of the ship to face where it was trying to go, completely undermining and fudging up the new NetworkPhsyics.

Sorry for wasting everyone’s time. Particularly mine. Game dev is hard.